Category: Releases

  • ReX v0.0.1 is here!

    ReX v0.0.1 is here!

    ReX is finally here! There’s no need for a long intro here, you all have waited long enough so let’s dive right into it.

    Built-in Terrain3D

    Editing terrain is a big part of developing 3D games, and it should be an out-of-the-box feature for any 3D game engine. ReX integrates Terrain3D directly into the engine, allowing game devs to edit terrain right out the gate. No addons or extensions required.

    Performance enhancements

    While there were tons of changes under the hood made to improve performance, here’s some of the highlights:

    • Updated to C++23 and integrated up to AVX2 support
    • Caching changes to reduce runtime overhead and improve performance (especially in rendering)
    • OOM changes that improved stability
    • Other stability changes (crash prevention, null pointer checks, logic corrections, de/serialization fixes, improper binding fixes, etc.)
    • A huge amount of changes that culminated in significant frame-rate increases when utilizing CPU, pathfinding, etc.

    But what does this actually look like when running a game?

    Below is a scene of a survivors type game that one of our testers made, running in Godot 4.5.1 and ReX.

    With 150 enemies, the scene is running at 144fps in Godot 4.5.1. That same scene with the same enemy count runs at 240fps in ReX. That’s a pretty noticeable difference.

    Where to download ReX

    If you’re curious to see how ReX handles your projects, you can go over to the download page and test it for yourself.

    Just remember to back up your projects before opening them in ReX.

    ReX changes coming to Redot LTS

    In case you missed our last blogpost,the changes from ReX will be making their way to Redot LTS. ReX’s spiritual successor, Draconic, will be a brand new engine built from the ground up to fulfill the original vision that our team had for ReX.

    We’d like to thank you all for your patience, especially after this recent delay. The team found a bug in our final round of testing last week and wanted to get that fixed before giving you all an official release. We hope you enjoy ReX, and are looking forward to the enhancements it will bring to Redot LTS.

    Want to contribute?

    If you’d like to help contribute to Redot LTS or Draconic, or would like an internship at Redot Foundation, send an email to [email protected]

    If you’d like to help support development, you can go to redotfoundation.org and make a donation. Redot LTS and Draconic are FOSS projects made by passionate devs in their free time, and every donation helps!

  • Redot LTS 26.1 RC1

    Redot LTS 26.1 RC1

    The Redot Team is back with another round of fixes and features. This release wraps up our first quarter of dedicated work on the LTS branch,  and it’s packed with enhancements designed to make your experience smoother, faster, and more powerful than ever. This project is run by 100% volunteers. If you’d like what we’re doing and want to help sustain development, please consider donating on https://ko-fi.com/redotengine or a subscription on discord.

    About Redot LTS

    Redot LTS emphasizes core stability while allowing community-driven enhancements. The Redot team continues regular bug fixes; LTS provides greater room to merge contributor PRs that optimize existing features or introduce new ones without risking breaking changes from upstream merges. Redot LTS is based on Godot 4.5 — contributions that preserve compatibility with Godot 4.5 projects are welcome. We encourage the community to get involved and help shape the engine’s future.

    Standout Highlights from This Release

    • Patched to Godot 4.5.2 (upcoming release), includes many bug fixes backported from 4.6 by @Arctis-Fireblight

    SignalSmith Time Stretching Module

    This module introduces a new SignalSmith audio processing module that wraps the Signalsmith Stretch time-stretching library, accompanied by comprehensive third-party audio processing libraries (Signalsmith Linear for FFT/STFT/linear algebra and Signalsmith Stretch for pitch/time manipulation). Includes module registration, build configuration, documentation, and web/command-line utilities for the third-party libraries.

    • Added SignalSmith audio processor for independent tempo and pitch control on streaming audio buffers.
    • Supports real-time time-stretching (speed changes without pitch alteration) and pitch shifting capabilities.
    • Enables configurable sample rate, channel count, tempo adjustment, and pitch transposition.

    UID Viewer

    UID Viewer in action

    UIDs in Godot are unique, persistent identifiers assigned to resources like scenes, textures, or scripts. They let you reference those resources using stable uid:// paths instead of file paths, so renaming or moving files won’t break links across your project.

    Until now, there hasn’t been a sane way of accessing them other than rightclicking a file and copying the UIDs, which makes it difficult if you have a lot of files to go through. The UID Viewer solves this by showing a list of UIDs across an entire project. You can Sort, copy and paste, or highlight the file in the Filesystem by doubleclicking on it. You can also see and copy the system links to all the files. 

    Native Model Context Protocol(MCP)

    This PR introduces a native C++ implementation of the Model Context Protocol (MCP) as a first-class engine module. This enables AI coding assistants (OpenCode, Claude, etc.) to interact deeply with Redot projects through a standardized JSON-RPC interface.

    Beyond simple file editing, this module provides the AI with “eyes and hands”—allowing it to see the game window, manipulate the live scene tree, and simulate user input for truly closed-loop development and debugging.

    New in this version:

    Link to Features from the previous build

    https://github.com/Redot-Engine/redot-engine/releases/tag/redot-26.1-beta.0

    Thanks & Acknowledgements

    A big thank you to Architect for the ongoing collaboration on Jenova.

    As always, thank you to everyone who uses Redot, contributes to the project, or supports the community. Your involvement makes all of this possible.

    If you’d like to help sustain development, consider donating on Ko-fi or supporting the project via Discord.

    Download & Feedback

    Download the latest builds (standard and Jenova (Redot LTS Edition) from the links below. Feedback and bug reports are welcome on our Discord or GitHub issues.

    Website: https://www.redotengine.org/download

    Github: https://github.com/Redot-Engine/redot-engine/releases/tag/redot-26.1-rc.1

    Jenova:

    https://github.com/Redot-Engine/redot-jenova/releases (new release coming soon)

    https://jenova-framework.github.io/docs